Controller[] ca;intgp=-1; // To store controller number of the gamepadprivateTexturetexture; // The texture that will hold the image detailsfloatxMove=0, yMove=0, xPos=100,yPos=100;

publicvoidstart(){

/* Get all controller instances attached to the machine */ca = ControllerEnvironment.getDefaultEnvironment().getControllers();

/* Get the name of each controller and pick the gamepad out of all controllers */for(inti =0;i<ca.length;i++){ System.out.println(ca[i].getName());System.out.println("Type: "+ca[i].getType().toString()); if(ca[i].getType().toString().indexOf("Gamepad")>-1){gp=i; } }

That's odd. The only thing I notice is that you're giving 0-255 values to glClearColor. OpenGL wants these in 0 - 1 range (always does if it asks for colours as floats). According to the docs however, this will just be clamped to 1 anyway so I'm really not sure what the problem could be.Again from the docs:

That's odd. The only thing I notice is that you're giving 0-255 values to glClearColor. OpenGL wants these in 0 - 1 range (always does if it asks for colours as floats). According to the docs however, this will just be clamped to 1 anyway so I'm really not sure what the problem could be.

Even funnier... When it is clamped to 1, it should clear everything white, but it's not white... it's black...

Are you actually operating on the wrong framebuffer somehow? But I can't see anything like that happening...

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